Version: 2021.1
언어: 한국어

Mesh.SetIndexBufferParams

매뉴얼로 전환
public void SetIndexBufferParams (int indexCount, Rendering.IndexFormat format);

파라미터

indexCount Size of index buffer.
format Format of the indices.

설명

Sets the index buffer size and format.

Note: This method is designed for advanced users aiming for maximum performance because it operates on the underlying mesh data structures that primarily work on raw index buffers, vertex buffers and mesh subset data. Using this method, Unity performs very little data validation, so you must ensure your data is valid.

In particular, you must ensure that the index buffer does not contain out-of-bounds indices, and that the SubMesh index range and bounds are updated via SetSubMesh.

For information about the difference between the simpler and more advanced methods of assigning data to a Mesh from script, see the notes on the Mesh page.

General usage pattern is:

var mesh = new Mesh();

// setup vertex buffer data mesh.vertices = ...;

// set index buffer mesh.SetIndexBufferParams(...); mesh.SetIndexBufferData(...);

// setup information about mesh subsets mesh.subMeshCount = ...; mesh.SetSubMesh(index, ...);

When you change the index buffer size or format, the subMeshCount reverts to one, and the index buffer data is uninitialized. To set values, use SetIndexBufferData.

Note that changing subMeshCount to a smaller value than it was previously resizes the index buffer to be smaller. The new index buffer size is set to SubMeshDescriptor.indexStart of the first removed sub-mesh.

See Also: SetIndexBufferData, subMeshCount, SetSubMesh, SetSubMeshes.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961